Research Article
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Behind the Screen: Understanding the Challenges of Video Game Localization in Türkiye

Year 2026, Volume: 4 Issue: 1, 1 - 18, 24.02.2026
https://izlik.org/JA66HW88SL

Abstract

This paper emphasizes the fact that the game localization is a complicated process which is beyond being a linguistic translation only and involves various challenges in it. With this study, it is aimed to investigate the challenges in the game localization process that the translators in Türkiye have to deal with in a detailed way and to seek practical solutions for the translators to help them provide an enjoyable game experience to the local players in terms of fluency. The research was conducted by using a qualitative study method, and with a survey which was done with 15 translators who are either professionals or newcomers to the industry in the field. The data collected through the survey is categorized in 5 main categories: the cultural challenges, the technical challenges, the challenges in the game localization market, meeting the player expectations as well as the quality and the qualification. In addition, each category is described in a detailed way with the subcategories and the views of the participants. The purpose of this study is to make an important contribution to the field by providing practical solutions to be able to improve and to facilitate the localization process for the translators in Türkiye, and to provide an increased knowledge about the field.

References

  • Attinasi, M. G., Balatti, M., Mancini, M., & Metelli, L. (2022, January 13). Supply chain disruptions and the effects on the global economy. European Central Bank. https://www.ecb.europa.eu/press/economic-bulletin/focus/2022/html/ecb.ebbox202108_01~e8ceebe51f.en.html
  • Bernal-Merino, M. Á. (2011). A brief history of game localisation. TRANS: revista de traductología, (15), 11-17.
  • Braun, V., & Clarke, V. (2006). Using thematic analysis in psychology. Qualitative Research in Psychology, 3(2), 77–101. https://doi.org/10.1191/1478088706qp063oa
  • Canbaz, E. (2024). Türkiye’de video oyun yerelleştirmesi eğitimine ilişkin (betimleyici) bir araştırma. RumeliDE Dil ve Edebiyat Araştırmaları Dergisi, (38), 1550–1563. https://doi.org/10.29000/rumelide.1439985
  • Chandler, H. M., & Deming, S. O. (2004). The Game Localization Handbook. https://ci.nii.ac.jp/ncid/BB09463665
  • Euronews. (2024, March 21). Turkey hikes interest rate to 50% in surprise move Euronews. https://www.euronews.com/business/2024/03/21/turkey-hikes-interest-rate-to-50-in-surprise-move
  • Khasawneh, M. A. S., & Al-Amrat, M. G. R. (2023). Evaluating the role of artificial intelligence in advancing translation studies: Insights from experts. Migration Letters, 20(S2), 932-943. https://doi.org/10.59670/ml.v20iS2.3745
  • Malliet, S., & De Meyer, G. (2005). The history of the video game. In J. Raessens & J. Goldstein (Eds.), Handbook of computer game studies (pp. 24-45). The MIT Press.
  • Mohapatra, H. S. (2010). English against Englishing: The case of an early English translation of an Oriya novel. TTR: Traduction, Terminologie, Rédaction, 23(1), 123-149. https://doi.org/10.7202/044931ar
  • Munday, J. (2022). Introducing translation studies: Theories and applications (5th Edition). Routledge.
  • Nyitray, K. J. (2011). William Alfred Higinbotham: scientist, activist, and computer game pioneer. IEEE Annals of the History of Computing, 33(2), 96–101. https://doi.org/10.1109/mahc.2011.48
  • Obedkov, E. (2023, October 25). Steam to abandon regional pricing in Turkey and Argentina by converting user wallets to USD in November. Game World Observer. https://gameworldobserver.com/2023/10/25/steam-abandon-regional-pricing-turkey-argentina- converting-wallets-usd
  • O’Hagan, M., & Mangirón, C. (2013). Game localization: Translating for the global digital entertainment industry. John Benjamins. https://doi.org/10.1075/btl.106?locatt=mode:legacy
  • O’Hagan, M., & Chandler, H. M. (2016). Game localization research and translation studies. In Y. Gambier & L. van Doorslaer (Eds.), Border crossings: Translation studies and other disciplines (pp. 309-330). John Benjamins. https://doi.org/10.1075/btl.126.15oha?locatt=mode:legacy
  • Pym, A. (2014). Exploring translation theories (2nd Edition). Routledge. https://doi.org/10.4324/9781315857633
  • Reeves, S. (2018). Continuing professional development for translators: A practical guide. Translation and Interpreting Studies, 13(1), 45-62. https://doi.org/10.1075/tis.13.1.03ree
  • Saldanha, G., & O’Brien, S. (2013). Research methodologies in translation studies. Routledge. https://doi.org/10.4324/9781315760100
  • Schleiermacher, F., Von Mühlen Poll, M., Braida, C. R., & Furlan, M. (2014). Über die verschiedenen Methoden des Übersetzens. https://digitalis-dsp.uc.pt/bitstream/10316.2/32864/1/Scientia%20Traductionis9_artigo2.pdf
  • Steamworks Development. (2023, October 24). Upcoming changes to pricing regions. Steam. https://steamcommunity.com/groups/steamworks/announcements/detail/3728476412305766958#:~:text=After%20November%2020th%2C%20customers%20who,in%20these%20new%20pricing%20regions
  • Wolf, M. J. P. (2012). Before the crash: Early video game history. Wayne State University Press
  • Wolf, M. J. P., & Iwatani, T. (2015). Video games around the world. In The MIT Press. https://doi.org/10.7551/mitpress/9780262527163.001.0001
  • Yılmaz, E., & Çağıltay, K. (2005). History of digital games in Turkey. In Proceedings of DiGRA 2005 Conference: Changing Views – Worlds in Play (pp. 1-8). https://doi.org/10.26503/dl.v2005i1.128 file:///C:/Users/Casper/Downloads/History_of_Digital_Games_in_Turkey.pdf

Perde Arkası: Türkiye’de Oyun Yerelleştirmenin Zorluklarını Anlamak

Year 2026, Volume: 4 Issue: 1, 1 - 18, 24.02.2026
https://izlik.org/JA66HW88SL

Abstract

Bu makale, oyun yerelleştirmenin sadece dilsel çevirinin ötesinde çeşitli zorlukları içeren karmaşık bir süreç olduğunu vurgulamaktadır. Bu çalışma ile Türkiye'deki çevirmenlerin oyun yerelleştirme sürecinde karşılaştıkları zorlukları ayrıntılı bir şekilde araştırmak ve çevirmenlerin yerel oyunculara akıcı bir oyun deneyimi sunmalarına yardımcı olacak pratik çözümler bulmak amaçlanmaktadır. Araştırma, nitel araştırma yöntemi kullanılarak ve bu alanda profesyonel/yeni başlayan 15 çevirmeni kapsayan bir anket aracılığıyla gerçekleştirilmiştir. Anket yoluyla toplanan veriler 5 ana kategoriye ayrılmıştır: kültürel zorluklar, teknik zorluklar, oyun yerelleştirme pazarındaki zorluklar, oyuncu beklentilerini karşılama, kalite ve nitelik. Ayrıca her kategori, alt kategoriler ve katılımcıların görüşleri ile ayrıntılı bir şekilde açıklanmıştır. Bu çalışmanın amacı, Türkiye'deki çevirmenler için yerelleştirme sürecini iyileştirmek ve kolaylaştırmak için pratik çözümler sunarak alana önemli bir katkı sağlamak ve alan hakkında daha fazla bilgi sağlamaktır.

References

  • Attinasi, M. G., Balatti, M., Mancini, M., & Metelli, L. (2022, January 13). Supply chain disruptions and the effects on the global economy. European Central Bank. https://www.ecb.europa.eu/press/economic-bulletin/focus/2022/html/ecb.ebbox202108_01~e8ceebe51f.en.html
  • Bernal-Merino, M. Á. (2011). A brief history of game localisation. TRANS: revista de traductología, (15), 11-17.
  • Braun, V., & Clarke, V. (2006). Using thematic analysis in psychology. Qualitative Research in Psychology, 3(2), 77–101. https://doi.org/10.1191/1478088706qp063oa
  • Canbaz, E. (2024). Türkiye’de video oyun yerelleştirmesi eğitimine ilişkin (betimleyici) bir araştırma. RumeliDE Dil ve Edebiyat Araştırmaları Dergisi, (38), 1550–1563. https://doi.org/10.29000/rumelide.1439985
  • Chandler, H. M., & Deming, S. O. (2004). The Game Localization Handbook. https://ci.nii.ac.jp/ncid/BB09463665
  • Euronews. (2024, March 21). Turkey hikes interest rate to 50% in surprise move Euronews. https://www.euronews.com/business/2024/03/21/turkey-hikes-interest-rate-to-50-in-surprise-move
  • Khasawneh, M. A. S., & Al-Amrat, M. G. R. (2023). Evaluating the role of artificial intelligence in advancing translation studies: Insights from experts. Migration Letters, 20(S2), 932-943. https://doi.org/10.59670/ml.v20iS2.3745
  • Malliet, S., & De Meyer, G. (2005). The history of the video game. In J. Raessens & J. Goldstein (Eds.), Handbook of computer game studies (pp. 24-45). The MIT Press.
  • Mohapatra, H. S. (2010). English against Englishing: The case of an early English translation of an Oriya novel. TTR: Traduction, Terminologie, Rédaction, 23(1), 123-149. https://doi.org/10.7202/044931ar
  • Munday, J. (2022). Introducing translation studies: Theories and applications (5th Edition). Routledge.
  • Nyitray, K. J. (2011). William Alfred Higinbotham: scientist, activist, and computer game pioneer. IEEE Annals of the History of Computing, 33(2), 96–101. https://doi.org/10.1109/mahc.2011.48
  • Obedkov, E. (2023, October 25). Steam to abandon regional pricing in Turkey and Argentina by converting user wallets to USD in November. Game World Observer. https://gameworldobserver.com/2023/10/25/steam-abandon-regional-pricing-turkey-argentina- converting-wallets-usd
  • O’Hagan, M., & Mangirón, C. (2013). Game localization: Translating for the global digital entertainment industry. John Benjamins. https://doi.org/10.1075/btl.106?locatt=mode:legacy
  • O’Hagan, M., & Chandler, H. M. (2016). Game localization research and translation studies. In Y. Gambier & L. van Doorslaer (Eds.), Border crossings: Translation studies and other disciplines (pp. 309-330). John Benjamins. https://doi.org/10.1075/btl.126.15oha?locatt=mode:legacy
  • Pym, A. (2014). Exploring translation theories (2nd Edition). Routledge. https://doi.org/10.4324/9781315857633
  • Reeves, S. (2018). Continuing professional development for translators: A practical guide. Translation and Interpreting Studies, 13(1), 45-62. https://doi.org/10.1075/tis.13.1.03ree
  • Saldanha, G., & O’Brien, S. (2013). Research methodologies in translation studies. Routledge. https://doi.org/10.4324/9781315760100
  • Schleiermacher, F., Von Mühlen Poll, M., Braida, C. R., & Furlan, M. (2014). Über die verschiedenen Methoden des Übersetzens. https://digitalis-dsp.uc.pt/bitstream/10316.2/32864/1/Scientia%20Traductionis9_artigo2.pdf
  • Steamworks Development. (2023, October 24). Upcoming changes to pricing regions. Steam. https://steamcommunity.com/groups/steamworks/announcements/detail/3728476412305766958#:~:text=After%20November%2020th%2C%20customers%20who,in%20these%20new%20pricing%20regions
  • Wolf, M. J. P. (2012). Before the crash: Early video game history. Wayne State University Press
  • Wolf, M. J. P., & Iwatani, T. (2015). Video games around the world. In The MIT Press. https://doi.org/10.7551/mitpress/9780262527163.001.0001
  • Yılmaz, E., & Çağıltay, K. (2005). History of digital games in Turkey. In Proceedings of DiGRA 2005 Conference: Changing Views – Worlds in Play (pp. 1-8). https://doi.org/10.26503/dl.v2005i1.128 file:///C:/Users/Casper/Downloads/History_of_Digital_Games_in_Turkey.pdf
There are 22 citations in total.

Details

Primary Language English
Subjects Translation and Interpretation Studies, Language Studies (Other)
Journal Section Research Article
Authors

İrem Martı 0009-0001-0958-4765

Melisa Hatipoğlu 0009-0006-4577-0414

Submission Date August 10, 2025
Acceptance Date December 15, 2025
Publication Date February 24, 2026
IZ https://izlik.org/JA66HW88SL
Published in Issue Year 2026 Volume: 4 Issue: 1

Cite

APA Martı, İ., & Hatipoğlu, M. (2026). Behind the Screen: Understanding the Challenges of Video Game Localization in Türkiye. Abant Çeviribilim Dergisi, 4(1), 1-18. https://izlik.org/JA66HW88SL